GPU performance improved due to lighting changes.
Updated lighting & graphical sharpness.
Character lighting in shadowed areas has significantly been improved.
Sharpness for characters had another minor improvement, carrying on from last patch.
We increased the PCG forest density for the WildernThorn biome, particularly the middle of the map.
We also adjusted the PCG blocking density on mob camps which weren't boss creatures.
We slightly increased the landscape texture brightness for WildernThorn to improve visibility & aesthetic.
We also reduced the server-side spawn radius distance to despawn mobs faster for specifically normal mobs/elites when players are not in range. (This will be handy for larger modes later.)
^The above change builds on previous changes of us preparing for a large mode with far more mobs & a mob overhaul, where we use more multi-threaded humanoid creatures spreadout enough to achieve performance for the server at scale. (Survival-like mode with a hundreds/thousands of mobs.)
Removed grass for now from Wildernthorn & Winter as we didn't feel it was fitting the look we want to achieve.
Adjusted torch light fade-in ranges for WildernThorn cavern & the DiTrine cavern.
Removing team bosses for now, we will be reworking them and reimplementing them in the future.
Removed skybox (moon) for now as it was conflicting with HDRI environment.
This is the last of the art style/lighting change updates (we believe), we are now moving forward into reworking mobs/mechanics/gameplay areas to make the game more fun/challenging.
- News and updates
- Tormented Soul
- Patch 0.43 Lighting/Character lighting improvements/PCG Forest density increase.